Thursday, October 24, 2024

Dawn War Remix: Avandra

 

4e has a warm place in my heart, though when I played it I railed continually against it. The dawn war pantheon in particular I find to be so generic that they wrap back around to being interesting. Some other people on the glog server also noticed this, and have been making some interpretations of the gods into their more odd style. So I thought I might.

Many-Faced Avandra, Opener of Ways, is the god of the roads. She is an interloper among the gods. Many believe that she walked into heaven, though few can ever agree where she walked there from. Many people also believe that she walked straight back out. She is the god of the foreigner, merchant and refugee and army. And she is distinctly abroad. Put her on your encounter tables.

The Peregrine God is worshiped by pretty much everyone in a token way, but some dedicate themselves to her. They are called Way-Priests. Some maintain the roads themselves, other maintain wayside shrine-inns (one room is always reserved. Other rooms might be taken by travelers, fairies, and angels.), others parade idols for miles and miles. The most sacred sacrament of Avandra is the Seek. The seeker makes a sacrifice of blood, and declares what they must find, and thenceforth can have neither home nor death till they have found it. No one makes a Seek lightly, because all know the legends of the tortured ascetic heroes, awful monsters, and legendary questants that Seekers have become.

Some wizards say that the Seek is far older than Avandra, that it led to her godhood, and that she is still seeking something. Others say that Avandra was never a mortal, that she entered this world from some secret direction that no one has yet discovered, that she was something no one has yet named. Yet others say she was a god in a world that ended, and fled its destruction. She has heard all these rumors. They make her laugh.

d20 Masks of the Peregrine God

1. Albatross
2. Old Crone
3. Young Boy on his way to ADVENTURE
4. Wolf
5. Sword-distributing maiden
6. Way-Priest
7. Merchant with Unusual Wares
8. Kord (She thinks this is hilarious, and does a very bad impression)
9. Deer
10. Huntress with Deer Horns
11. Pervasive fog that gets you lost (in the right direction)
12. Will-o-wisp
13. Crossroads Idol (if you stick around it for long enough, she'll get tired and vanish)
14. Runaway Princess
15. Beggar
16. Talking Bird
17. Boisterous Ronin
18. Lost Child
19. Very Large Centipede
20. Unicorn and/or Pegasus

d6 Intentions

1. Mess with you. Following her advice makes any journey twice as long.
2. Bless you, if she thinks you'll need it, with some fairytale boon.
3. Walk and talk with you for a while.
4. Inform you of some nearby quest that she thinks needs taking care of.
5. Roleplay. She honestly just wants to hunt, or merchant, or adventure for a while.
6. Speed your journey up. Following her advice makes any journey half as long.

 We're gonna pretend this counts for the "Patrons: their source of power/wealth and their goals in using the party." GLoGtober prompt.

Monday, September 30, 2024

Fifth Fantasy, Rules and Setting Introduction

(open for full size)

(Posted for GLoGtober 2024 prompt: Anime Inspired Content)

For a while, I've been working on a game I call Fifth Fantasy. It's part of my lifelong love affair with the generic. It is my personal belief that generic fantasy can be quite as good as gonzo fantasy when pursued with a genuine love. The system, if you can bear it, is a hack of Fifth Edition D&D, though I think it has become almost unrecognizable. My rationale for doing this is simple: I should like to be able to call my games "D&D games" and mean it.

It is vaguely inspired by Zelda, Ni no Kuni, and various JRPGs that I've never played. Being, of course, the last person on earth to make a Ghibli-Zelda Heartbreaker, I have no pretensions of it being the best. It is merely mine. I have placed an emphasis on crafting and downtime, which I think to be almost novel and almost playable. The ruleset is not yet complete: I have yet to finish writing all the spells, and I plan to overhaul the Fighter. But I have a desire to release it as it stands.

Click on that little gif to see it.

Setting Primer

Thousands of years ago, men were not like they are now. Their lives were long, and they knew secret arts of magic and the sword that let them reshape the world as they saw fit. We now call those men gods, although they are all but forgotten to us.

500 years ago, the Dark Lord set up his domain in the north, inflicting tyranny and curses for 300 years, before being brought low by his own people in alliance with the people of the east.

100 years ago, the wizard Destrian the Sudden conquered the lands to the south of the central mountain. He built great monuments in order to increase his power, but was eventually exploded by Forthwind the First, Oswald LaMarque, Desdemona the Sorceress, and Clover the Thief. A brief power struggle with Destrian's general, Redmaine, led to the establishment of the Forthwind Kingdom. At this time, also, the Shadow Wizard Council was organized in the north.

50 years ago, Forthwind the First died, and was succeeded by his son. The dragon of the Darkmarsh retreated to his lair. Trade was established with the Eastern Forest.

5 years ago, the storm dragon Akryus came to the central mountains, and began gorging himself on the lightning energy left by Destrian.

1 year ago, the storm dragon began to (excrete? build? spawn?) legions of storm elementals and thundarmors, which thereafter began to decimate the north of the kingdom, and provoking the dragon of the Darkmarsh to wakefulness.

Now, King Forthwind II has declared that whosoever kills the storm dragon shall possess half the kingdom.

 

Fifth fantasy takes place in a world where a year is 4 months long, and a month is 15 days long. A kingdom might consist of 4 towns, and a town might consist of 4 buildings. The world is suffused with the elements of magic: Fire, Ice, Storm, Light, and Dark. These elements permeate into the very stones and bones, and those who are skilled can turn these into powerful weapons and tools. But these elements may also create monsters that menace the land. Therefore, adventurers must go forth into the wild places to protect the people and bring back riches.

The Five Kingdoms

The centermost kingdom, the frontier of the Great Forest, the great kingdom of Adventure, the Forthwind kingdom! Rural and ruined, it is a place of opportunity for all. The king is wise, but rather busy, and the prince is foolish. Dungeons are more common here than elsewhere, built by the old stormlord. Cuisine is wild game and farmed wheat.

Minaterno, the city of the sea, is the cultured port of the world, the crossroads of all places! Ruled by 5 noble families, or, more accurately, by their feuds and intrigues. Rivalry is here considered a form of romance, and cunning is a form of virtue. They love noodles, and harvest wild rice from the darkmarsh, and have a lot of spice.

The Black Axis, called the city of slaves, where shadows grow long and secrets are thick. Despite its nickname, slavery has long been illegal, and they practice a form of representative government, headed by the Shadow Wizard Council. The abundance of Dark aligned materials left by their ancient lord still provides the basis of their economy, and they have the greatest school for mages in the world. Their food is somewhat bland: Mushrooms, Potatoes, Eel, and Whale.

The Eastern Forest is a place dominated by serenity and beauty. This domination is literal: some enchantment seems to lie on the whole domain, and it is hard to break. Decisiveness is valued: To break the peace when necessary, with swiftness and grace. There is a different tradition of mages there, sorted into colors: Red, Blue, Black, White. Their queen is secluded always. They are vegetarian, eating leeks and beans.

The Islands of the Crimson Demons is a place that is suffused with magic and exceedingly dangerous. The eponymous Crimson Demons are the ancient and capricious clan of sorcerer-pirates that have been the only ones to effectively stake a claim on any of the islands, and they have only cleared a small village, ruled by the Elder Demon. They trade often with Minaterno, but rove far and raid occasionally. Culturally, they are similar to Minaterno, but with a greater love of spectacle and less regard for tradition.

 

Sunday, March 24, 2024

Not RPG: Palm Sunday 2024

When comes that happy end, O Lord our God!
Your glory rains as blizzard-snow around!
Those feet that on the palms and nails have trod
shall tread the crystal crowns laid on the ground!

The city-song of triumph, loud, shall pale
before the angels sing the silent-song
and cloaks of many colors spread shall fail
below the snow-white tunics, cleansed of wrong

How shall this dirty spring of earth compare,
the dying blooms, e'en of the world in prime?
The glory of the coming summer where
We see the sun's orig'nal shine, sublime!


Have a happy (albeit snowy) Palm Sunday, everyone.